http://www.smashboards.com/showthread.php?t=246701
- 92% [29T]
- 62% [18T]
- 68% [20T]
Both characters get chaingrabbed quite hard by Sopo so even if you separate them and you get grabbed while you're at low %, you can still lose your stock.
I play both characters and I often play against the Icies so hopefully I can help a bit...
Squirtle is terrible against them. His only good tools are watergun, grab (+D-throw +gimp Nana), and obviously his good aerial game.
The Icies can outcamp Squirtle with no problem. Ice Blocks + Fatigue = you're forced to approach.
Squirtle's lack of range is really a terrible thing when approaching against the Icies. Obviously, their blizzard beats everything. More importantly, their shieldgrab / pivotgrab beat
everything he has. You can't approach at all. Remember, you're playing PT so fatigue forces you to approach in a game where approaching is bad. And you can't even approach! And if you don't approach, they'll use their Ice Blocks and you'll eventually have the fatigue coming.
If you land with an aerial against them, you get shieldgrabbed. If you do something like a RAR + rising B-air, you get pivotgrabbed. If you approach on the ground, you get shieldgrabbed or dashgrabbed. If you stay grounded, you get grabbed. If you go in the air, you get U-aired or shieldgrabbed.
Even if you manage to separate them, you can't afford to get grabbed if you're at low %... Getting chaingrabbed by Popo while Nana is trying to come back and then getting 0-death'd is really frustrating.
Well, it sounds like a +4 for ICs...
But now let's get to the good stuff! Squirtle is kinda good at gimping them! N-air, with its lingering hitbox, is a solid option against their SideB. If you can, only hit Popo : Nana will be helpless. A lingering hitbox is really good against their UpB, but your own UpB is much safer with its huuuge hitboxes (the plural is important here, because beating their UpB with a move with a single hitbox is much harder
), and it allows you to recover instead of going really low with N-air.
F-air and D-air are really good to put them offstage... But it's really hard to separate them, I can only think of D-Throw atm (your grab range is way better, but don't let them get lucky with a spotdodge or by grabbing you faster).
Your spotdodge and rolls are (very?) good, so make a good use of them without getting predictable (easier said than done, I know... but hopefully you'll get my point).
Imo, Squirtle is really good at timing out Popo, because he's fast, mobile and has a couple of movement tricks, so I guess that's also a good thing...
Last but not least, the watergun! Seriously, this move is one of the best in this MU.
- It's an awesome tool for stage control. If they're pushed to the edge of the main platform, they can't retreat and they are in a terrible spot. If they're pushed on the ledge, they're also in a bad position. I can't stress enough how ledgetrapping is important in this MU.
- It "beats" Blizzard (your only option against it) by giving you stage control.
- It makes your landing easier. If it's not charged, B-reversing it while in the air is also a decent option to avoid U-airs or having your landing punished with a grab. The bad thing is that you're forced to airdodge/continue to charge it/release the charge/wait to land and cancel it with a roll/spotdodge/grab/shield. What I like to do is to make a three-quarter charge so it'll be fully charged just after you do your B-reversal, leaving you unpredictable.
- The "charge" part of the move is also nice. As I said, you can reverse your momentum while in the air. A little trick I do is SH + Breversal + Shield + Jump immediatly so the shield almost doesn't appear. You can cancel this move with a shield so you can roll (although you don't have to shield in order to roll, just press left/right), grab (same here), spotdodge (I don't think pressing down works?), jump, jump cancelled U-smash.
- The uncharged watergun has always been considered as an extremely bad move... Maybe we could find it some uses? I mean, its range is good (at least for Squirtle), it's a multi-hit and the damage is not that bad. It'll obviously never be a good move, but we're PT, so every little option helps, and I feel like this move could be used a bit more. I feel the same way about SideB (which can beat some moves on the ground) even though it's totally horrible against ICs and ZSS. Anyway, that was just something I wanted to say.
Imho, Squirtle is probably the worst to start with when it comes to fighting the ICs... along with Ivysaur probably (but I'm not sure about that). I'd say it's either -2 or -3 (
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)
I really want to see Reflex's thoughts about the
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MU though.
I'll probably do a write-up about Ivy and Zard later.